Hi Jim,
"connecting the emitter-material to the light node with IES image-textures in it?" I tried now and this way works well no weird and random results.
I guess is easier fix for now.
Cheers,
JO
OctaneRender for Maya 2020.1.5-17.27 [OBSOLETE]
Moderator: JimStar
- Jolbertoquini
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- metaphysique
- Posts: 20
- Joined: Thu Feb 04, 2016 9:34 pm
Hey, its me again...haha.
So the re-export when messing with shading nodes seems to be really inconsistent. Seems to start happening as a scene gets really bogged down. I'm wondering if its related to another issue I'm having in this scene:
A rather smooth scene (all alembic cache) slows to a crawl if I animate a texture via its projection or transform nodes. Speeds back up as I remove the animation curves from the shader's network. I'm probably wrong about my next assumption and this might sound offensive, so I apologize in advance; However, I'm assuming there is some fancy procedure happening that is making my geo various flat colors in the viewport. To me, the current viewport preview is a bit useless and have also had issues with the Hypershade in regards to the shader ball renders and memory consumption (disabling this already built in, but useful to have the previews). It'd be great to have an option to disable the viewport preview or just map the diffuse over a basic lambert calculation for speed/memory savings.
Let me know what you think, would help me out a ton.
So the re-export when messing with shading nodes seems to be really inconsistent. Seems to start happening as a scene gets really bogged down. I'm wondering if its related to another issue I'm having in this scene:
A rather smooth scene (all alembic cache) slows to a crawl if I animate a texture via its projection or transform nodes. Speeds back up as I remove the animation curves from the shader's network. I'm probably wrong about my next assumption and this might sound offensive, so I apologize in advance; However, I'm assuming there is some fancy procedure happening that is making my geo various flat colors in the viewport. To me, the current viewport preview is a bit useless and have also had issues with the Hypershade in regards to the shader ball renders and memory consumption (disabling this already built in, but useful to have the previews). It'd be great to have an option to disable the viewport preview or just map the diffuse over a basic lambert calculation for speed/memory savings.
Let me know what you think, would help me out a ton.
- metaphysique
- Posts: 20
- Joined: Thu Feb 04, 2016 9:34 pm
I'll repost this under a different topic as I'm not sure its specific to this build - but I'm also realizing it dramatically slows down the orbx export as well.
Hello, IES light has an unstable behavior. When i change anything on an IES light (once the distribution .IES file is placed in it's position) it can loose the configuration, and it rotate the IES distribution. To avoid this, i have to switch between PLANE and SPHERE to recover the right rotation.
I'm not using the rotation slider, just rotating the geometry of the light with it's .IES distribution. If i don't touch anything it. seems the IES is stable, but not sure about this.
Is there a way to keep the IES Lights stable, even if i change any parameter?
Best
I'm not using the rotation slider, just rotating the geometry of the light with it's .IES distribution. If i don't touch anything it. seems the IES is stable, but not sure about this.
Is there a way to keep the IES Lights stable, even if i change any parameter?
Best
Hello, i've tried to create a spot light with volumetric like c4d, also tried to find some info, but haven't got luck.
Are spot lights fully implemented? (i mean with volumetric like c4d plugin)
If so, is there any info about how to configure them?
Best Regards
Are spot lights fully implemented? (i mean with volumetric like c4d plugin)
If so, is there any info about how to configure them?
Best Regards
Maya plugin help topics either...
You can ask the detailed explanation of how to use it on the support line. I don't see it in I create them by creating an orbx proxy object, then opening in the oxtane node editor, and creating the spectrum light and linking it there. I could record a quick demo if you wanted one. I've also been asking for this to be put into the plugin. I'm hopeful they're coming out with it sometime soon.